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Singleplayer campaigns
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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Tue Feb 12, 2013 6:53 am    Post subject:  Singleplayer campaigns Reply with quote  Mark this post and the followings unread

Zero18 has been creating some singleplayer missions for Reform. Right now we are recreating the Firestorm GDI campaign. The goal is to recreate all the TS and FS campaigns, and possibly add a brand new Forgotten campaign. The story, cutscenes and primary mission objectives will all remain the same as in the original game, but the missions themselves will be made from scratch and completely redesigned. The missions will be longer and harder (that doesn't sound right), have new secondary objectives, and all the new Reform units will be introduced to the player as the campaigns progress. Since we can use the original cutscenes and mission briefings, the campaigns will have a high quality feel to them.

The mutants will have a much larger role in the campaigns (either as an ally or an enemy). In Reform there is a clear distinction in the mutants and the Forgotten. Mutant refers to everyone suffering from tiberium mutations. The Forgotten refers to the mutant clans who have decided to join Tratos' cause. In general, the Forgotten are friendly to GDI and hate Nod, but there are mutant factions outside the Forgotten who will attack both GDI and Nod. Some mutants might even be allied with Nod, and sometimes two mutant clans might be fighting each other. The idea is to make the mutants into a much more fractioned and unpredictable side than GDI and Nod. They aren't as powerful (or unified) as GDI and Nod to actually go on to "win" the 2nd tiberium war, but they are powerful enough to affect the outcome of single battles. That means the overall focus of the campaign will remain a battle between GDI and Nod, but the mutants will be much more significant than in the original game.


Here are a few screenshots of the missions. FS GDI Mission 2 "Party Crashers" preview:




Closer look at the GDI base in the 2nd mission:


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Feb 12, 2013 7:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice detailed maps. Who made them or do you now went under the mappers too?
Also nice story/plans about the mutants. Do you have already clear plans how you want them to influence the match?
e.g. only some capturable buildings or some random taskforces which you can't control would be surely boring

btw, you should go with a very slight blur over the unit of the harvester cameo as it looks a tad pixelated. (Or take a bigger picture of it in VXL-Viewer and then scale it down with image editing software to smoothen the edges)

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Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Tue Feb 12, 2013 7:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Good stuff so far, the lighting seems a bit harsh, I'd suggest toning it down a tiny bit but keeping the general hue.

@LKO Zero18 is making the maps I believe?

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Death Cultist
Scorpion Sniper


Joined: 28 Apr 2009
Location: Auckland, New Zealand

PostPosted: Tue Feb 12, 2013 8:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh wow a campaign, that's awesome. Is there a MODB on this yet? I reckon it would be a hit.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Feb 12, 2013 8:30 am    Post subject: Reply with quote  Mark this post and the followings unread

I have always wanted someone to keep the story but totally recreate the campaign!

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Zero18
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Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Tue Feb 12, 2013 9:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

New map has been designed for 3rd Mission GDI - "The Tratos Riots" - Right now it has no civilians/mutants units on the map. But I'm considering adding a traffic in southwest corner.  Smile (This Map isn't finalized yet, only for preview)

The Tratos Riots Megamap Preview



The mutant base is in northeast corner while there is a small civilian outpost near the mutant base in middle-right and most of the civilian structures are in the west side of the map.



Your group of Riot Troopers. I gave them black color because it match the color of riot troops in real life.  Very Happy Use them to neutralize the rampaging mutant and civilian militia.

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Last edited by Zero18 on Sat Mar 16, 2013 4:49 am; edited 1 time in total

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Team Black
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Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Wed Feb 13, 2013 3:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Sounds like it will be a pain in the ass to design, but props if you do! I've always liked the idea of a mutant campaign.
I know Westwood had a similar idea with the Mutants; they would have actually defeated the Scrin, being the only ones impervious - and enhanced - to the tiberium's otherwise toxic effects.

Careful with adding too much green, it may seem cool at first, but it can become a little cliche after seeing it so often. What I found best was what I did in my Siege City map; diversifying "safer" areas with invis blue lights, "tiberium" areas green, and "dead" areas into a puke-yellow color.

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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Wed Feb 13, 2013 4:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Also nice story/plans about the mutants. Do you have already clear plans how you want them to influence the match?
e.g. only some capturable buildings or some random taskforces which you can't control would be surely boring


The Forgotten are sometimes the primary or secondary enemy in a mission, sometimes you help them and get units or other things in return, or sometimes they just fight on the map without you controlling them directly. Also thinking of a mission where you need to capture an abandoned mutant base, so you kind of have a mix of GDI or Nod units and mutant units. I won't make the mutants appear in every single mission though, don't want to overplay their role either.

Lin Kuei Ominae wrote:
btw, you should go with a very slight blur over the unit of the harvester cameo as it looks a tad pixelated. (Or take a bigger picture of it in VXL-Viewer and then scale it down with image editing software to smoothen the edges)


All the cameos kind of suck since some of them are the originals and some done in HVA editor. I just haven't made the cameos a high priority since there are many other things to finish. I will probably at some point try to create something better.

Death Cultist wrote:
Oh wow a campaign, that's awesome. Is there a MODB on this yet? I reckon it would be a hit.


Still not on ModDB  Laughing  I am too annoyed with the current launcher, and lost the code for it so I will have to do it again from scratch. I am probably too perfectionist to put an unfinished thing up there. After the next release I'll put it there.

Team Black wrote:
I've always liked the idea of a mutant campaign.
I know Westwood had a similar idea with the Mutants; they would have actually defeated the Scrin, being the only ones impervious - and enhanced - to the tiberium's otherwise toxic effects.


The mutant campaign idea I've been thinking would take place before, during and after the event of TS/FS. Kind of offer a different perspective to the original storyline, and possibly deal with some interesting things like that Cabal / Kane bunker at the end of the Nod FS campaign. Though probably not up to the Scrin events, because then I'd have to create Scrin units. I also want all the campaigns to stay true to the Tiberian game canon, so they will not contradict the Tiberian Sun or the Tiberium Wars plot.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Feb 13, 2013 4:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Just a suggestion: I have noticed on a good number of your maps that anything in unittem.pal glows quite substantially in comparison to anything in isotem.pal. In order to prevent unittem.pal from glowing so brightly in-game, when editing the lighting try not to set the RGB values so low. Keep above 0.7 if you can.

Last edited by Aro on Wed Feb 13, 2013 11:52 am; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Feb 13, 2013 7:49 am    Post subject: Reply with quote  Mark this post and the followings unread

I always go with the rule that Red, Green and Blue summed up should be 3.
e.g.
instead of
Red=0.5
Green=1
Blue=1
i use
Red=0.7
Green=1.15
Blue=1.15

This way the overall brightness of the color is almost the same as the normal 111 color, yet the color difference has a similar strength has the first example where only one tint is changed.
Then the ambient value can be used to adjust the brightness.

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Wed Feb 13, 2013 8:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
Just a suggestion: I have noticed on a good number of your maps that anything in unittem.pal glows quite substantially in comparison to anything in isotem.pal. In order to prevent unittem.pal from glowing so brightly in-game, when editing the lighting try not to set the RGB values so low. Keep above 0.07 if you can.


If you have adjusted the RGB values alot, you can try to balance it by adjusting the Ambient value. From what I can see, ambient mostly affects unittem stuff, and the RGB affects overall map lightning and isotem stuff. I often have to play around with them both, trying to find a sweet spot where neither unittem or isotem stand out.

Think as a rule of thumb if I changed the ambient value, I would balance it by changing the RGB values half of that. E.g. lower ambient by 0.1, lower the RGB by 0.05

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Morpher
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Joined: 28 Jan 2005

PostPosted: Wed Feb 13, 2013 8:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:

Just a suggestion: I have noticed on a good number of your maps that anything in unittem.pal glows quite substantially in comparison to anything in isotem.pal. In order to prevent unittem.pal from glowing so brightly in-game, when editing the lighting try not to set the RGB values so low. Keep above 0.07 if you can.


During some late night experimenting I changed a load of GDI buildings to use the isotem palette and made their remap an active animation. Results were quite interesting, the buildings were shaded fantastically, with the remap looking a little bit brighter (but in a sense maybe that's positive?).

Either way, some good looking progress SJ and Z18 !

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Feb 13, 2013 8:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Huh, I was certain I had already posted in this topic. You might be interested to know that I've been recreating the last Firestorm mission. You don't have to use it or even like it, but you can take a look when it's done.

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SuperJoe
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PostPosted: Wed Feb 13, 2013 11:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
Huh, I was certain I had already posted in this topic. You might be interested to know that I've been recreating the last Firestorm mission. You don't have to use it or even like it, but you can take a look when it's done.


I definitely wouldn't mind having more people doing these missions as well, there are alot of missions to create. If anyone would be interested in working with the TS campaigns or a brand new Forgotten campaign, contact me. Looking forward to seeing your mission.

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Last edited by SuperJoe on Wed Feb 13, 2013 1:01 pm; edited 1 time in total

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Zero18
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Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Wed Feb 13, 2013 11:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Team Black wrote:

Careful with adding too much green, it may seem cool at first, but it can become a little cliche after seeing it so often. What I found best was what I did in my Siege City map; diversifying "safer" areas with invis blue lights, "tiberium" areas green, and "dead" areas into a puke-yellow color.


Yeah, it looks really very bluish-greenish to me, so I will just tone it down a bit. It was meant to give a mutant atmosphere.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Feb 13, 2013 11:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Morpher wrote:
Aro wrote:

Just a suggestion: I have noticed on a good number of your maps that anything in unittem.pal glows quite substantially in comparison to anything in isotem.pal. In order to prevent unittem.pal from glowing so brightly in-game, when editing the lighting try not to set the RGB values so low. Keep above 0.07 if you can.


During some late night experimenting I changed a load of GDI buildings to use the isotem palette and made their remap an active animation. Results were quite interesting, the buildings were shaded fantastically, with the remap looking a little bit brighter (but in a sense maybe that's positive?).

Either way, some good looking progress SJ and Z18 !


I tried that myself after reading a topic by DvD a few years ago, the results on my end however were not so good. Sad

I also just noticed that I said "0.07" which was a mistake, I meant 0.7. Sorry.

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Zero18
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Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Sun Feb 24, 2013 4:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Another Map has been designed for FS GDI Mission 4, "In The Box".

"In The Box"


The Cabal Force have multiple bases around the zone and you have to destroy them. The objectives are pretty same with laser techicans shutting off the laser fences for your force to go in
and destroy the Cabal, in order to capture the Cabal Core to win the mission.

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Death Cultist
Scorpion Sniper


Joined: 28 Apr 2009
Location: Auckland, New Zealand

PostPosted: Tue Feb 26, 2013 6:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Got any screenshots? Very Happy

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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Sun Mar 17, 2013 3:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

A screenshot of upcoming FS GDI Mission 5 "Dogma"



It will be much harder and the player will have to use Juggernaut more often and strategically.

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Zero18
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Joined: 10 Dec 2012
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PostPosted: Mon Mar 18, 2013 2:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Megamap Preview for Dogma

"Dogma"


Keep it in your mind that this is only for preview. It is still in process of finalizing

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Mar 18, 2013 7:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks good, though I think you strayed too far from the original idea of a wild Tiberium jungle. Now there's bridges, highways and dirt roads all around. This area was supposed to be "completely uncharted". Aldo, what happened to the cultists?

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Zero18
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PostPosted: Mon Mar 18, 2013 11:55 am    Post subject: Reply with quote  Mark this post and the followings unread

nah, just abandoned bridges and villages. This is just only for preview.

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Last edited by Zero18 on Mon Mar 18, 2013 1:40 pm; edited 1 time in total

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Mar 18, 2013 1:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Your mapping is getting much better, despite the presence of some blocky cliffs and water. Good job.

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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue Mar 19, 2013 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Playing FS GDI 4th you can emp laser fence. You should do something with this.

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Zero18
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Joined: 10 Dec 2012
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PostPosted: Tue Mar 19, 2013 9:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Reform FS GDI 04? If so, then yeah I can change it to make it immune to emp by giving it unaffect by emp or so.

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Death Cultist
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Joined: 28 Apr 2009
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PostPosted: Wed Mar 20, 2013 11:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

These are looking really cool!

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Mar 21, 2013 4:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Zero18 wrote:
Reform FS GDI 04? If so, then yeah I can change it to make it immune to emp by giving it unaffect by emp or so.

Immune?  But EMPing laser fences was a great little piece of logic.  It was the only use I have ever found for the mobile EMP.

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Tyler Adams
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Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Thu Mar 28, 2013 12:20 am    Post subject: Reply with quote  Mark this post and the followings unread

I did intend to comment here when I saw this, but for some reason I didn't. No matter.

This looks awesome. More. Mooooaaar.

Especially liking the new civie cars. Just new vxls for the old units, or did you add more in addition to? Cause I'm seein' a SUV and a car there.

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